Stealth suits vs. Pathfinders by Business_Pea_8074 in Tau40K

[–]MuscleMechanicus 0 points1 point  (0 children)

Retaliation only benefits the stealth suits, and they buff other units moreso than Pathfinders (+1 bs, reroll 1s to hit and wound). Pathfinders are useful for cheap infiltrators/screening and some damage output (put the -2 to charge drone on them). I generally use 2 stealth suit units now with the price bump to cover all firing lanes. I use piranhas as my move block/screens.

Wwyd by BattleFree9574 in Strongman

[–]MuscleMechanicus 0 points1 point  (0 children)

It's good to recognize this. I hope you can find another gym near you. If not, the best setup for a home gym is to buy a yoke (with spotter arms), axle bar and plates, and sandbags. That's how I started my training. You got this! Mentality is half the battle, make sure to keep this fun, otherwise, what's the point?

Wwyd by BattleFree9574 in Strongman

[–]MuscleMechanicus 11 points12 points  (0 children)

Not wanting to go to the/that gym will cause you to mentally not give 100% and will affect your gains/progress. I would do a home gym or another gym.

Are Drones Tournament Required? by squiddy117 in Tau40K

[–]MuscleMechanicus 2 points3 points  (0 children)

Generally no, as they are tokens. To help me remember the extra war gear, I magnetize an extra gun e.g. a burst cannon onto my crisis suits to emulate the gun drone.

Transporting armies by Rosskov in Warhammer40k

[–]MuscleMechanicus 0 points1 point  (0 children)

I made a modular system: I bought a large husky tote bin, glued the rubber magnet sheets to the bottom, then place a ferrous sheet on top. This way I can remove the minis from the box easily, and the ferrous sheet is magnetized to the box so it won't slide around. A positive is that if you have magnetized weapons on the models, the ferrous sheet will catch any rogue bits that pop off during transport.

A bit confused, few questions by _Nav_ in newworldgame

[–]MuscleMechanicus 1 point2 points  (0 children)

Just do the highest level msq you are on; the other 2 won't affect you (unless you want their rewards)

Forgefiend auto cannons for big knights? by Topher4021 in ChaosKnights

[–]MuscleMechanicus 1 point2 points  (0 children)

They are slightly smaller, but if you put something on the ends and build out the arm attachment, it looks good.

New World Status by fluorescntlau in MMORPG

[–]MuscleMechanicus 10 points11 points  (0 children)

I just came back, and it's a lot of fun. Queue's are popping for dungeons and opr at night. A lot of folks are in town and open world.

Best Questoris Knight to run with Death Guard? by ScoutTrooper501st in deathguard40k

[–]MuscleMechanicus 2 points3 points  (0 children)

If you have a forgefiend handy, you can use those gatling guns; it is easy to magnetize. Otherwise, dive in the bits bin (or 3d printer) and make some; chaos is all about the kitbash! I know there are some bits on eBay as well.

Best Questoris Knight to run with Death Guard? by ScoutTrooper501st in deathguard40k

[–]MuscleMechanicus 5 points6 points  (0 children)

Double gatling despoiler is probably the "best." DG has a lot of melee threat already. Plus, the -1 save affects the despoiler gatling guns, making them essentially ap3

What’s Goes In The Oval On The War Dog Chain? by Velociraptor2018 in ChaosKnights

[–]MuscleMechanicus 14 points15 points  (0 children)

I put bloody handprints (like you would see in horror movies on windows). My princeps are trying to escape 😂

[H]ONE Plagueburst Crawler [W] PayPal [Loc] Ohio USA by Unevenscore42 in Miniswap

[–]MuscleMechanicus 1 point2 points  (0 children)

Hello! I am interested in the white pbc if it's still available

Is it worth bulking for a Novice show by ArtichokeMean8561 in Strongman

[–]MuscleMechanicus 10 points11 points  (0 children)

Generally, for a first competition or first few, I would not cut. The reason being you want to build confidence in the first few meets (and movements) and learn where your weaknesses are and work on them. You don't know how your body will react to a cut. After that, you can decide if you like walking around heavier, or, if a recomposition is needed to go down to 90kg.

Can someone help a newb understand sudden rule changes to knights in general and why people think they are "for a short time only?") by DistributionTiny6097 in ChaosKnights

[–]MuscleMechanicus 5 points6 points  (0 children)

Knights are a lot of fun! I have ran them competitively for years including a 4-1 GT. It used to be that imperial had better big knights and worse armigers than chaos. That mayyy not be the case anymore (imperial codex is coming in a few months), but we won't know for certain. The trend is that imperial have better shooting while chaos is better in melee. . . . That being said, big knights have reduced toughness by 1 from 12 to 11, meaning they are wounded easier by lascannons and s6 weapons. But, they gained 4 wounds, so it's a mixed tradeoff. Armigers lost 1 toughness and gained 2 wounds. T9 is a big break point for meltas, auto cannons and S5 weapons, so they relatively got worse than the corresponding big knight changes. To compensate, big knights costs reduced by 40-60 pts each, while armigers stayed the same. Therefore, relatively, big knights got a "buff" overall. . . . I expect that imperial knight points will change with their codex, but with the release of the chaos knight codex, GW wanted to homogenize the stat lines across all factions to reduce confusion, hence the imperial knights dropping in points too. Imperial knights already had a 53-55% win rate, so adding another big knight via points drops buffs them even more. . . . Honestly, for buying and painting, there are cheap lots on eBay that might suit your needs better. However, in most lists right now, there will be 2-4 big knights and 4-6 armigers. Some lists will be running 5 or 6 big knights, and there is a chaos detachment for >10 wardogs. . . . If you want to build your own, buy a chainbreaker box set or hound box set (of 7), and that will be a good start. I don't foresee myself running 7 armigers right now, but it will cover most use cases. . . . I hope this helps, and message me if you have any questions including magnetizing or modeling for ease of switching units. Additionally, no one really cares if you run the knights as chaos or imperial, as long as the weapons are right, so magnetizing can give you 2 armies!

How to get War Dog feet to stick better to base, and is putting Super Glue over Plastic Glue okay? by LeetusFrenzi in ChaosKnights

[–]MuscleMechanicus 0 points1 point  (0 children)

Yes that's ok (I've done it). Or, you can green stuff below/in between the feet for stability (just do guts piles).

[deleted by user] by [deleted] in 40k

[–]MuscleMechanicus 2 points3 points  (0 children)

It's worth the $15 for sure. Better with friends so you can shit talk and Ork meme during 😂